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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Halo Combat Evolved extracted Xbox data

Author Topic: Halo Combat Evolved extracted Xbox data (26 messages, Page 1 of 1)
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Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Nov 9, 2014 06:24 PM    Msg. 1 of 26       
I'd love to be able to play PAL Halo. There are quite a few differences in the weapons and player speeds.


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Nov 9, 2014 06:36 PM    Msg. 2 of 26       
I always really liked that loading screen. Simple, yet elegant.


MrChromed
Joined: Apr 14, 2013

Developer on SPv3 and ShadowMods.


Posted: Nov 9, 2014 07:07 PM    Msg. 3 of 26       
Waffles, don't you have this loading screen in an upper resolution?. I want it to make my own String.dll with that image pls.


OrangeJuice
Joined: Jan 29, 2009

I'm feeling much better now, thanks!


Posted: Nov 9, 2014 07:08 PM    Msg. 4 of 26       
now about those previously unextractable multipurpose maps?


OrangeJuice
Joined: Jan 29, 2009

I'm feeling much better now, thanks!


Posted: Nov 9, 2014 08:32 PM    Msg. 5 of 26       



God I love this captcha...


General_101
Joined: Dec 23, 2013

Apparently all I post is spam.


Posted: Nov 9, 2014 09:17 PM    Msg. 6 of 26       
Quote: --- Original message by: Waffles
Xbox had seperate globals for multiplayer, and a ton of variations to references and even a few bitmaps that don't even exist in halo CE "rasterizer/reference bump".

Finding some interdasting tings gays.

There is something wrong with this post but I cant seem to put my finger on it.


Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: Nov 9, 2014 09:26 PM    Msg. 7 of 26       
could it be the fact that they are trying to import old Halo 1 tags that were improved on for the PC version into the PC version. I mean, I don't really get the point of importing the same game into itself.


General_101
Joined: Dec 23, 2013

Apparently all I post is spam.


Posted: Nov 9, 2014 09:57 PM    Msg. 8 of 26       
I imagine that it would be possible to use some of the resources here for our own purpose. I know that there are still things missing from that project that is attempting to restore what it can in the campaign. I suppose there are some things in here that could be of use if they are tweaked correctly?


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Nov 10, 2014 12:19 AM    Msg. 9 of 26       
i hope these can be used in the campaign port fix, thanks again waffles.


OrangeJuice
Joined: Jan 29, 2009

I'm feeling much better now, thanks!


Posted: Nov 10, 2014 01:14 AM    Msg. 10 of 26       
The reason for there being a TON of early-2000 era console ports that are messed up is because, at the time, OpenGL and directX had to cater to ATI and NVIDIA's many proprietary code extensions. directX and the chipset makers didn't start collaborating completely universal code until like..... 9c. Word is, 3DFX died making the proposition that stopped directX from needing such BS code paths just to cater to stupid proprietary ati and nvidia extensions

That's why these old games have separate render paths for ATI and nvidia cards and why only ati cards displayed active camo yadda yadda yadda. Could have been fixed if microsoft didn't have so much control over the release date and todo list for gearbox, giving gearbox enough time to fix it. That's why things like shader_plasma don't work at all, why shader_environments lack ambient specular therefore only showing their bumpmaps in dynamic lighting, shader_transparency is messed up badly.


It's also why Splinter Cell, and Splinter Cell Pandora Tomorrow only display realistic shadows(WITH DETAIL) if you're using NVIDIA cards between Geforce3--Geforce FX5800ultra and nothing else, period.

Edited by OrangeJuice on Nov 10, 2014 at 01:30 AM


Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: Nov 10, 2014 03:10 AM    Msg. 11 of 26       
I see, well then. がんばtて ください


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Nov 10, 2014 03:38 AM    Msg. 12 of 26       
Umm.. is there a way to correctly extract xbox models?


Blublaze94
Joined: Apr 2, 2013


Posted: Nov 10, 2014 10:18 AM    Msg. 13 of 26       
Yes.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Nov 10, 2014 10:45 AM    Msg. 14 of 26       
How.


MosesofEgypt
Joined: Apr 3, 2013


Posted: Nov 10, 2014 02:38 PM    Msg. 15 of 26       
I modified the GbxModel importer about a year or more ago to be able to import Xbox models as well as regular models. They need to be extracted to .model tags though. I've been debating on whether or not to release it, but you know what, who cares? I mean really.

http://chief-01.deviantart.com/art/GBX-XBOX-Model-Importer-v3-6-0-493742952

Also, I'm almost done with reworking my bitmap converter. A lot of code has been redone and It's at least 40% faster with most conversions. Swizzling is actually 70X faster.


Edited by MosesofEgypt on Nov 10, 2014 at 02:40 PM


MosesofEgypt
Joined: Apr 3, 2013


Posted: Nov 10, 2014 03:00 PM    Msg. 16 of 26       
What have you ended up using it for? Literally only 12 people have downloaded it so I figure no one really finds it useful *shrug*

Edit: Oh, have you been using it to convert Xbox bitmap to PC? I guess that would make sense. You can extract an xbox map to tags using arsenic and then convert the tags from xbox to pc.
Edited by MosesofEgypt on Nov 10, 2014 at 03:03 PM


austen1000
Joined: Sep 4, 2012


Posted: Nov 10, 2014 03:02 PM    Msg. 17 of 26       
To me, honestly, from the video you provided on my thread, the fog actually looks much better on the PC than it does on Xbox. It actually looks like fog, as opposed to just looking a little misty. But, thats just my opinion.
Edited by austen1000 on Nov 10, 2014 at 05:49 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Nov 10, 2014 04:00 PM    Msg. 18 of 26       
This might be a stupid question but how do I extract model tag from a map? HEK+ won't extract it and I don't know any other tools that could.


MosesofEgypt
Joined: Apr 3, 2013


Posted: Nov 10, 2014 04:04 PM    Msg. 19 of 26       
Arsenic can decompile any Halo 1 map into tags, both PC and Xbox(compressed and cache). But not even the most recent version can properly extract gbxmodels that have more than 19 bones because it doesn't know how local nodes work. I've written a program to convert .gbxmodels to .models, but I'll be scrapping it once my toolkit is finished; It's not getting released because it's really just crap and will be replaced.

If you need a copy of Arsenic then ask/search around. I'm sure other people will be glad to give you a copy.
Edited by MosesofEgypt on Nov 10, 2014 at 04:06 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Nov 11, 2014 06:14 AM    Msg. 20 of 26       
Quote: --- Original message by: MosesofEgypt

Arsenic can decompile any Halo 1 map into tags, both PC and Xbox(compressed and cache). But not even the most recent version can properly extract gbxmodels that have more than 19 bones because it doesn't know how local nodes work. I've written a program to convert .gbxmodels to .models, but I'll be scrapping it once my toolkit is finished; It's not getting released because it's really just crap and will be replaced.

If you need a copy of Arsenic then ask/search around. I'm sure other people will be glad to give you a copy.

Thanks! Finally got the xbox flamethrower


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Nov 11, 2014 08:54 AM    Msg. 21 of 26       
Quote: --- Original message by: altis94
Quote: --- Original message by: MosesofEgypt

Arsenic can decompile any Halo 1 map into tags, both PC and Xbox(compressed and cache). But not even the most recent version can properly extract gbxmodels that have more than 19 bones because it doesn't know how local nodes work. I've written a program to convert .gbxmodels to .models, but I'll be scrapping it once my toolkit is finished; It's not getting released because it's really just crap and will be replaced.

If you need a copy of Arsenic then ask/search around. I'm sure other people will be glad to give you a copy.

Thanks! Finally got the xbox flamethrower
http://puu.sh/cMffz/1a30bdc58e.png


flamethrower in bigass confirmed


austen1000
Joined: Sep 4, 2012


Posted: Nov 11, 2014 01:56 PM    Msg. 22 of 26       
Would it be possible to extract the off shader for the shuttle bay door in a50 and convert it to work with CE? I haven't been able to find a similar looking one anywhere.


austen1000
Joined: Sep 4, 2012


Posted: Nov 11, 2014 02:20 PM    Msg. 23 of 26       
Quote: --- Original message by: Waffles
The original shaders were the now broken transparent generic. You can pull them from the xbox maps, and even view them in guerilla--but the shader type just no longer works on the PC, its now a "unsupported shader type" as specified by sapien, and doesn't show in-game.


Hmm, alright. Could I alternative have the door simply dissapear (i.e. deleted) once it is disabled?


austen1000
Joined: Sep 4, 2012


Posted: Nov 11, 2014 02:30 PM    Msg. 24 of 26       
Quote: --- Original message by: Waffles
I haven't looked at the shield doors in a while, but check the device machines functions and the shaders tied to it, should be 2 shaders tied to an on and off state through functions.



I'm sorry, I'm a little confused now. I thought you said the off shader was broken on the PC version.


austen1000
Joined: Sep 4, 2012


Posted: Nov 11, 2014 02:38 PM    Msg. 25 of 26       
Quote: --- Original message by: Waffles
Nah, I said the original shader was no longer being used in PC. Gearbox made their own shaders in place of every transparent generic shader that was lost. They don't look or behave like the original shaders.

I just checked the bay doors though and now I see it doesn't have an off shader :/ but the prison doors do. So thats my bad.

You need to make your own shader for the off state. Look at the prison door device machine to see how it works.


If only graphics work wasn't a weak point of mine. Anyways, thank you for the info.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 12, 2014 06:35 AM    Msg. 26 of 26       
tanks.

 

 
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